<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
        <meta
            name="viewport"
            content="width=device-width, minimal-ui, viewport-fit=cover, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no"
        />
        <link rel="icon" type="image/png" href="assets/favicon.png" />

        <title>OGL • Base Primitives - Plane, Cube, Sphere, Cylinder</title>
        <link href="assets/main.css" rel="stylesheet" />
    </head>

    <body>
        <div class="Info">Base Primitives - Plane, Cube, Sphere, Cylinder</div>
        <script type="module">
            import { Renderer, Camera, Transform, Program, Mesh, Plane, Sphere, Box, Cylinder, Orbit } from '../src/index.mjs';

            const vertex = /* glsl */ `
                attribute vec3 position;
                attribute vec3 normal;

                uniform mat4 modelViewMatrix;
                uniform mat4 projectionMatrix;
                uniform mat3 normalMatrix;

                varying vec3 vNormal;

                void main() {
                    vNormal = normalize(normalMatrix * normal);
                    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
                }
            `;

            const fragment = /* glsl */ `
                precision highp float;

                varying vec3 vNormal;

                void main() {
                    vec3 normal = normalize(vNormal);
                    float lighting = dot(normal, normalize(vec3(-0.3, 0.8, 0.6)));
                    gl_FragColor.rgb = vec3(0.2, 0.8, 1.0) + lighting * 0.1;
                    gl_FragColor.a = 1.0;
                }
            `;

            {
                const renderer = new Renderer({ dpr: 2 });
                const gl = renderer.gl;
                document.body.appendChild(gl.canvas);
                gl.clearColor(1, 1, 1, 1);

                const camera = new Camera(gl, { fov: 35 });
                camera.position.set(0, 1, 7);
                camera.lookAt([0, 0, 0]);
                const controls = new Orbit(camera);

                function resize() {
                    renderer.setSize(window.innerWidth, window.innerHeight);
                    camera.perspective({ aspect: gl.canvas.width / gl.canvas.height });
                }
                window.addEventListener('resize', resize, false);
                resize();

                const scene = new Transform();

                const planeGeometry = new Plane(gl);
                const sphereGeometry = new Sphere(gl);
                const cubeGeometry = new Box(gl);
                const cylinderGeometry = new Cylinder(gl);

                const program = new Program(gl, {
                    vertex,
                    fragment,

                    // Don't cull faces so that plane is double sided - default is gl.BACK
                    cullFace: null,
                });

                const plane = new Mesh(gl, { geometry: planeGeometry, program });
                plane.position.set(0, 1.3, 0);
                plane.setParent(scene);

                const sphere = new Mesh(gl, { geometry: sphereGeometry, program });
                sphere.position.set(1.3, 0, 0);
                sphere.setParent(scene);

                const cube = new Mesh(gl, { geometry: cubeGeometry, program });
                cube.position.set(0, -1.3, 0);
                cube.setParent(scene);

                const cylinder = new Mesh(gl, { geometry: cylinderGeometry, program });
                cylinder.position.set(-1.3, 0, 0);
                cylinder.setParent(scene);

                requestAnimationFrame(update);
                function update() {
                    requestAnimationFrame(update);
                    controls.update();

                    plane.rotation.y -= 0.02;
                    sphere.rotation.y -= 0.03;
                    cube.rotation.y -= 0.04;
                    cylinder.rotation.y -= 0.02;

                    renderer.render({ scene, camera });
                }
            }
        </script>
    </body>
</html>
